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Paddleship Pummel (Closed)

#81
(2018-07-28, 01:40 AM)Captain_Fox Wrote: So. (First?) Ship is done, exactly 100k. Although that's only if heavy armor is allowed.

I do think I'll be making a different ship though because this one doesn't have as much fire power as I'd like. Only one way to find out, which is make a ship with more big guns and see what happens.


[Major Edit] Second ship is being worked on.

Do both positions count as 'external', or just the side mounted ones? (And would the rear mounted paddles count if I made them bigger to stick further up and out behind the craft?)

Nice ship Mr. Fox! I’d have to agree with you though, it does look small with less firepower than anticipated. I’m guessing you used a lot of heavy armor?

With a few direct feeds and/or an autoloader with 4 racks, each gun can’t be that expensive.
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#82
(2018-07-28, 10:00 AM)Shaun Wrote:
(2018-07-28, 01:40 AM)Captain_Fox Wrote: So. (First?) Ship is done, exactly 100k. Although that's only if heavy armor is allowed.

I do think I'll be making a different ship though because this one doesn't have as much fire power as I'd like. Only one way to find out, which is make a ship with more big guns and see what happens.


[Major Edit] Second ship is being worked on.

Do both positions count as 'external', or just the side mounted ones? (And would the rear mounted paddles count if I made them bigger to stick further up and out behind the craft?)

Nice ship Mr. Fox! I’d have to agree with you though, it does look small with less firepower than anticipated. I’m guessing you used a lot of heavy armor?

With a few direct feeds and/or an autoloader with 4 racks, each gun can’t be that expensive.

I actually put the heavy armor on essentially last. It's quite a tall ship. There's several ammo spots and the main and secondary AIs are surrounded in 3 layers of metal armor, as well as the rest of the ship. And the two big turrets are 3 layers of metal armor, with the front layer replaced by HA to try and boost protection. (Haven't actually tested yet. |D Gonna do that against The Red Wing when it's finished)

The front turret is purely direct feed. As in a single ammo insterter thingy mabob. The rest of it is a weird set up to fit it into a 3x3 gap for some of the ship and then into a 5x5 turret spinner. I thought the ship was well armored, but... not really. And it turns out I can't replace most of it with metal either. Well. I might for the bottom, but I can't for the top (yet) because the thing tips a TON when turning due to how high the CoM is.
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#83
(2018-07-28, 02:37 PM)Captain_Fox Wrote:
(2018-07-28, 10:00 AM)Shaun Wrote:
(2018-07-28, 01:40 AM)Captain_Fox Wrote: So. (First?) Ship is done, exactly 100k. Although that's only if heavy armor is allowed.

I do think I'll be making a different ship though because this one doesn't have as much fire power as I'd like. Only one way to find out, which is make a ship with more big guns and see what happens.


[Major Edit] Second ship is being worked on.

Do both positions count as 'external', or just the side mounted ones? (And would the rear mounted paddles count if I made them bigger to stick further up and out behind the craft?)

Nice ship Mr. Fox! I’d have to agree with you though, it does look small with less firepower than anticipated. I’m guessing you used a lot of heavy armor?

With a few direct feeds and/or an autoloader with 4 racks, each gun can’t be that expensive.

I actually put the heavy armor on essentially last. It's quite a tall ship. There's several ammo spots and the main and secondary AIs are surrounded in 3 layers of metal armor, as well as the rest of the ship. And the two big turrets are 3 layers of metal armor, with the front layer replaced by HA to try and boost protection. (Haven't actually tested yet. |D Gonna do that against The Red Wing when it's finished)

The front turret is purely direct feed. As in a single ammo insterter thingy mabob. The rest of it is a weird set up to fit it into a 3x3 gap for some of the ship and then into a 5x5 turret spinner. I thought the ship was well armored, but... not really. And it turns out I can't replace most of it with metal either. Well. I might for the bottom, but I can't for the top (yet) because the thing tips a TON when turning due to how high the CoM is.

I’m not surprised you have a high CoM! A lot of your guns are built high up and that heavy armor on the turrets don’t help much. Lowering the upper-most guns may help so the barrels only just hang over the front turret.
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#84
Yeaaaaah. The second big turret's guns are just over the front turret. The AA turret on it, that is. I do need to test the AA guns' effectiveness too, but I like how they look.
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#85
(2018-07-28, 05:09 PM)Captain_Fox Wrote: Yeaaaaah. The second big turret's guns are just over the front turret. The AA turret on it, that is. I do need to test the AA guns' effectiveness too, but I like how they look.

Why not move the A.A. turret to the top of the raised secondary turret, and move the entire turret down. That should lower the CoM quite a bit, given the turret fronts are heavy armor.
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#86
(2018-07-28, 05:20 PM)Shaun Wrote:
(2018-07-28, 05:09 PM)Captain_Fox Wrote: Yeaaaaah. The second big turret's guns are just over the front turret. The AA turret on it, that is. I do need to test the AA guns' effectiveness too, but I like how they look.

Why not move the A.A. turret to the top of the raised primary turret,and move the entire turret down. That should lower the CoM quite a bit.

I probably could... Would that ruin the fortress look? Actually. I should look at more Onyx Watch castle ships for design ideas if I continue with that ship... But it does need more firepower, hence why I'm working on the Red Wing. Gonna have several smaller shell 500mm cannons and two max size, 12m long direct fed turrets. And then several DP 150mm secondaries and possibly four aimed torpedo turrets. I've managed to get a decent ~77m/s torpedo built up. I think it's decent anyway.
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#87
So, what can we do if we can't put guidance on our torpedoes...No sonar, APN, One turn. Maybe it could be more easy to know the allowed components we can use for torpedoes.
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#88
(2018-07-28, 06:39 PM)Armenor Wrote: So, what can we do if we can't put guidance on our torpedoes...No sonar, APN, One turn. Maybe it could be more easy to know the allowed components we can use for torpedoes.

You make a cannon with a similar speed to tested torpedos and place on same turret. The turret will then turn and fire to direction of predicted collision. I think.

Should really be allowed TPG (target prediction guidance) because I believe this forces the turret to also bear to the prediction collision point, without the need of a cannon. The fact that torpedoes can’t have fins means the torpedo itself wouldn’t be guided and would just carry on in a straight line.
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#89
The torpedoes can't have fins? More explosives!
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#90
(2018-07-28, 07:33 PM)Captain_Fox Wrote: The torpedoes can't have fins? More explosives!

Without guidance there’s no need for fins lol
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